;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Shtl. Route movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each colonist eats per turn
10      ; # of rows in food box (rows * colony_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Planetary Empire)
1       ; Settlers eat (govt >= Star Empire)
7       ; City size for first unhappiness at Ensign level
14      ; Riot factor based on # colonies (higher factor lessens the effect)
8       ; Biosphere needed to exceed this size
12      ; Atmosphere Regulator needed to exceed this size
50      ; Tech paradigm (higher # slows research)
25      ; Base time for terraformers to terraform terrain (x2)
3       ; Planetary Empire pays support for all units past this
3       ; Star Empire pays support for all units past this
10      ; Collective pays support for all units past this
0       ; Star Empire is equivalent of this HQ distance.
50      ; Collective loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
50      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in collective (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Pre-Star Trek
;             1 = Classic Star Trek
;             2 = Pre-Next Generation
;             3 = Next Generation Era
;
;     Category = Knowledge category
;             0 = Tactical
;             1 = Economic
;             2 = Command
;             3 = Scientific
;             4 = Engineering
;
@CIVILIZE
Folded-space Trajectors,3,0,Dem,Sea, 3, 4    ; AFl
Subspace,           3, 0, Bri, nil,  0, 3    ; Alp
Site-to-Site Transport,3,0,Cmb,Env,  2, 4    ; Amp
Explorer Techs,     1, 2, nil, nil,  0, 2    ; Ast
Laser Arrays,       1, 2, Cur, Bri,  0, 0    ; Ato
Null,               6,-1,  no,  no,  3, 4    ; Aut
Transporter Surgery,3, 0, Sea, Gen,  3, 3    ; Ban
Warp Drive,         3, 0, nil, nil,  0, 4    ; Bri
Dictator Techs,     2, 0, nil, nil,  0, 2    ; Bro
Warrior Techs,      1,-2, nil, nil,  0, 2    ; Cer
Automated Warp Missiles,3,0,Mas,Exp, 2, 0    ; Che
Matter Recycling,   1, 2, E1,  Feu,  2, 3    ; Chi
Penal Colonies,     3, 0, nil, Cst,  0, 2    ; CoL
Advanced Phasers,   1, 2, Eng, Uni,  3, 0    ; CA
Tellerium,          3, 0, Mat, Iro,  2, 4    ; Cmb
Advanced Star Empire,3,0, Uni, Amp,  3, 2    ; Cmn
Isolinear Chips,    1, 2, Chi, War,  3, 3    ; Cmp
Phaser Banks,       1, 2, Mys, Ato,  1, 0    ; Csc
Off-World Colonies, 3, 0, nil, nil,  0, 2    ; Cst
Latinum,            3, 0, Mon, Tra,  1, 1    ; Cor
Energy Weapons,     2, 2, Ast, nil,  0, 0    ; Cur
Advanced United Planets,3,0,Rfg,SE,  3, 2    ; Dem
Transporters,       3, 0, nil, Wri,  0, 4    ; Eco
Transwarp Drive,    1, 2, Cmb, Csc,  2, 4    ; E1
Null,               1, 2,  no,  no,  3, 0    ; E2
Communicators,      1, 2, Cur, nil,  0, 3    ; Eng
Galactic Economics, 3, 0, The, Iro,  2, 1    ; Env
Bio-Neural Computers,1,2, Cmp, Nav,  3, 3    ; Esp
Protomatter,        3, 0, Lab, Mat,  2, 3    ; Exp
Terraforming,       3, 0, Exp, Min,  2, 3    ; Feu
Quantum Torpedoes,  1, 2, Esp, Sea,  3, 0    ; Fli
Collective,         2, 0, NP,  Cmn,  3, 2    ; Fun
Null,               3, 0,  no,  no,  3, 4    ; FP
Alien Genetics,     3, 0, Whe, Dem,  3, 3    ; Gen
Resistance Movement,1, 2, Ast, Iro,  1, 0    ; Gue
Null,               8,-2,  no,  no,  1, 0    ; Gun
Terrorist Action,   1, 2, Gue, nil,  1, 0    ; Hor
Null,               3, 0,  no,  no,  3, 3    ; Ind
Null,               3, 0,  no,  no,  3, 4    ; Inv
Dilithium Crystals, 3, 0, Mon, Tra,  1, 4    ; Iro
Hyronalin,          3, 0, Med, Tra,  1, 3    ; Lab
Computer Virus Defenses,3,0,Che,NF,  2, 0    ; Las
Phase Disruptors,   1,-2, Cer, nil,  0, 0    ; Ldr
Code of Honour,     1,-2, Ldr, nil,  0, 2    ; Lit
Defense Force,      1,-2, Lit, Mys,  1, 0    ; Too
Sensor Arrays,      3, 0, Mys, nil,  1, 3    ; Mag
Alternate Cloak,    1,-2, Cmb, Too,  2, 0    ; Map
Automated Construction,3,0,Min,Cor,  2, 4    ; Mas
Disruptor Cannons,  1,-2, MT,  ToG,  3, 0    ; MP
Tricorders,         3, 0, Mag, Mon,  1, 3    ; Mat
Biofilters,         3, 0, Mag, Rep,  1, 3    ; Med
Fleet Flagship,     1,-2, MP,  Tac,  3, 0    ; Met
Environment Control,3, 0, Mob, Mat,  2, 3    ; Min
Tractor Beams,      3, 0, Iro, Mag,  2, 4    ; Mob
Star Empire,        3, 0, CoL, Bri,  0, 2    ; Mon
Advanced Cloak,     1,-2, Feu, Map,  2, 0    ; MT
Duotronics,         3, 0, Alp, Eco,  1, 3    ; Mys
Deep Space Facilities,3,0, War,Whe,  3, 4    ; Nav
Antimatter Weapons, 3, 0, Cmb, Min,  2, 0    ; NF
Decentralized Design,2,0, Pla, Sea,  3, 4    ; NP
Null,               3, 0,  no,  no,  3, 0    ; Phi
Cybernetic Organisms,2,0, San, Bro,  3, 4    ; Phy
Assimilation,       2, 0, Phy, nil,  3, 0    ; Pla
Disruptors,         2, 0, Bro, nil,  0, 0    ; Plu
Stellar Conquest,   2, 0, Plu, nil,  0, 0    ; PT
Cloaking Device,    2, 0, Mys, PT,   1, 0    ; Pot
Quantum Warp Core,  2, 0, Sup, ToG,  3, 4    ; Rad
Null,               6, 0,  no,  no,  2, 1    ; RR
Rules of Acquisition,1,2, Ast, Cor,  1, 1    ; Rec
Plasma Beam Weapons,1, 2, Rec, War,  3, 0    ; Ref
Hydroponics,        3, 0,  NF, Feu,  2, 3    ; Rfg
United Planets,     3, 0, Eco, Bri,  0, 2    ; Rep
Military Rule,      1,-2, Cer, Iro,  1, 2    ; Rob
Obsidian Order,     1,-2, Rob, nil,  1, 2    ; Roc
Bionic Implants,    2, 0, SFl, Ban,  3, 4    ; San
Transwarp Conduits, 3, 0, SFl, Tac,  3, 4    ; Sea
Intergalactic Space Flight,3,0,ToG,Nav,3,4   ; SFl
Anti-terrorist Vessels,1,-2,Roc,War, 3, 0    ; Sth
Cargo Transporters, 3, 0, Mas, Amp,  2, 4    ; SE
Salvage Code,       1, 2, Rec, nil,  1, 1    ; Stl
Space Surveilance,  2, 0, Feu, Pot,  2, 0    ; Sup
Deep Space Mining,  3, 0, Nav, Cmn,  3, 4    ; Tac
Interstellar Law,   3, 0, Tra, Lab,  1, 2    ; The
Quantum Power,      3, 0, Las, Uni,  3, 4    ; ToG
Universal Translators,3,0,Rep, Alp,  1, 3    ; Tra
Positronics,        3, 0, Rfg, Env,  3, 3    ; Uni
Replicators,        3, 0,  SE, Uni,  3, 4    ; War
Holo-Projectors,    3, 0, Uni, Las,  3, 3    ; Whe
Hailing Frequencies,3, 0, nil, nil,  0, 3    ; Wri
Future Technology,  2, 0,  NP, nil,  3, 3    ; ...
Genetic Soldiers,   1,-2, Gen, Cer,  3, 0    ; U1
Drug Combat Control,1,-2, U1,  nil,  3, 2    ; U2
Dominion Starships, 1,-2, U2,  War,  3, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  Colony Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Command Centre,           10, 0,    Cst,
Training Facility,        4,  1,    nil,
Food Storage,             6,  1,    Cst,
Comms. Array,             4,  1,    Wri,
Trading Post,             8,  1,    Eco,
Science Lab,              8,  1,    Alp,
Prison Camp,              8,  1,    CoL,
Fortifications,           8,  0,    Mag,
Biosphere,                8,  2,    Med,
Commerce Centre,          12, 3,    Cor,
Medical Centre,           12, 3,    Lab,
Space Laboratory,         16, 3,    Mat,
Null,                     16, 3,    no,
Holo-Suite,               10, 4,    Whe,
Dilithium Refinery,       20, 4,    Iro,
Replication Centre,       32, 6,    War,
Antimatter Defense,       20, 4,    Las,
Null,                     20, 1,    no,
Null,                     16, 4,    no,
Null,                     24, 3,    no,
Antimatter Power Plant,   16, 2,    Cmb,
Deep Space Station,       16, 4,    Nav,
Atmosphere Regulator,     12, 2,    Min,
Hydroponics Garden,       8,  3,    Rfg,
Transporter Network,      20, 5,    Amp,
Subspace Telescope,       16, 3,    Uni,
Null,                     10, 1,    no,
Shield Generator,         8,  1,    Cmb,
Quantum Power Plant,      32, 4,    ToG,
Agriculture Station,      6,  1,    Exp,
Asteroid Mining Facility, 16, 3,    Tac,
Trajector Centre,         16, 3,    AFl,
High Court,               6,  2,    The,
Starbase,                 8,  3,    Mob,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Sea,
SS Module,                32, 0,    San,
(Capitalization),         60, 0,    Env,
Null,                     20, 0,    no,
Null,                     20, 0,    no,
Null,                     20, 0,    no,
Sybok's Expedition,       20, 0,    Cmb,
Daystrom Institute,       40, 0,    Mys,
Null,                     30, 0,    no,
Null,                     30, 0,    no,
Starfleet Academy,        30, 0,    Rep,
Scotty's Construction Yard,30,0,    Mag,
Sarek's Embassy,          20, 0,    Tra,
McCoy's Medical Institute,40, 0,    Med,
Null,                     30, 0,    no,
Null,                     40, 0,    no,
Null,                     30, 0,    no,
Utopia Planitia Fleet Yards,40, 0,  Mas,
Null,                     40, 0,    no,
Project Genesis,          40, 0,    Exp,
Quark's Trading Company,  40, 0,    War,
Picard's DNA Discovery,   40, 0,    Gen,
Null,                     40, 0,    no,
Kirk's Voyage Home,       30, 0,    Mob,
Android's Equal Rights,   60, 0,    Uni,
Null,                     60, 0,    no,
Obsidian Project,         60, 0,    NF,
Spock's Unified Worlds,   60, 0,    Fun,
Janeway's Voyage,         60, 0,    SFl,
Sisko's Wormhole Discovery,60, 0,   Nav,
Vidiian Medical Treatments,60,0,    Ban,

;
; Expiration advancements for Wonders of the Galaxy
;
@ENDWONDER
nil,        ; Null
nil,        ; Null
nil,        ; Null
Nav,        ; Sybok's
Uni,        ; Daystrom Institute
nil,        ; Null
nil,        ; Null
Feu,        ; Starfleet Academy
War,        ; Scotty's
Uni,        ; Sarek's
nil,        ; Null
nil,        ; Null
nil,        ; Null
nil,        ; Null
War,        ; Utopia
nil,        ; Null
San,        ; Project Genesis
nil,        ; Quark's Trading Company
nil,        ; Picard's
nil,        ; Null
nil,        ; Kirk's
nil,        ; Android's
nil,        ; Null
nil,        ; Obsidian Project
nil,        ; Unified Worlds
nil,        ; Janeway's
nil,        ; Sisko's
nil,        ; Vidiian Medical


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Space
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Stellar Superiority
;               3 = Air Superiority
;               4 = Space Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make transporter assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near planet
;   000000001000000 = Negates fortifications
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for collective
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Colonisers,   	       Feu, 0,  1.,0,  0a,5d,  4h,2f, 4,0,5, nil,000000000000000
Terraformers, 	       nil, 0,  2.,0,  0a,7d,  4h,2f, 4,0,5, Feu,000000000000000
Terrorist Leaders,     nil, 0,  2.,0, 14a,7d,  5h,3f, 6,0,0, Hor,000000001000010
Advanced Officers,     nil, 0,  2.,0, 17a,9d,  5h,3f, 7,0,0, CA, 000000000000100
DS9 Officers,          nil, 0,  2.,0, 19a,11d, 5h,3f, 7,0,0, no, 000000000000100
Modified Galaxy-class, nil, 2,  7.,0, 18a,18d, 6h,3f,17,3,2, Fli,000000000000001
Advanced Crew,         nil, 0,  2.,0, 11a,11d, 5h,3f, 5,0,1, CA, 000000000000000
Guls,                  nil, 0,  2.,0, 15a,9d,  5h,3f, 6,0,0, Roc,000000000000100
Defenders,  	       Eco, 0,  1.,0,  5a,5d,  4h,2f, 2,0,1, nil,000000000000000
Terrorist Fighters,    nil, 0,  2.,0,  9a,9d,  5h,3f, 4,0,1, Gue,000000000000000
Daimons,               nil, 0,  2.,0, 12a,6d,  5h,3f, 4,0,0, Stl,000000000000110
Troopers,	       nil, 0,  2.,0,  9a,11d, 5h,3f, 4,0,1, Rob,000000000000000
Traders,	       nil, 0,  2.,0,  8a,8d,  5h,3f, 2,0,1, Rec,000000000000000                   
Leaders,      	       nil, 0,  2.,0, 17a,7d,  5h,3f, 6,0,0, Lit,000000000000100
Warriors,	       nil, 0,  2.,0, 11a,9d,  5h,3f, 4,0,1, Ldr,000000000000000
Commanders,            nil, 0,  2.,0, 16a,8d,  5h,3f, 6,0,0, PT, 000000000000100
Centurions,            nil, 0,  2.,0, 10a,10d, 5h,3f, 4,0,1, Plu,000000000000000
Genetic Commanders,    nil, 0,  2.,0, 18a,8d,  5h,3f, 7,0,0, U2, 000000000000100
Sovereign-class,       nil, 2,  6.,0, 20a,20d, 6h,3f,17,3,2, Fli,000000000000001
Genetic Soldiers,      nil, 0,  2.,0, 12a,10d, 5h,3f, 5,0,1, U1, 000000000000000
Assimilators,          nil, 0,  2.,0, 20a,10d, 6h,3f, 8,0,0, Pla,000000000000100
Drones,     	       nil, 0,  2.,0, 12a,12d, 6h,3f, 6,0,1, Phy,000000000000000
K'vort-class,          nil, 2,  4.,0, 16a,32d, 5h,3f,13,2,2, MT, 000000000001001
Scout Ship,	       nil, 2,  5.,0, 12a,18d, 4h,2f, 8,1,2, Sup,000000000001000
Cube Ship,	       nil, 2,  7.,0, 40a,40d,12h,6f,60,6,2, NP, 000000000000001
Sphere Ship,	       nil, 2, 10.,0, 18a,18d, 6h,3f,17,3,2, NP, 000000000000001        
Prototype Warp Ship,   Mag, 2,  3.,0,  0a,4d,  2h,1f, 4,2,4, Bri,000000000000000
Oberth-class,          SE,  2,  4.,0,  0a,6d,  4h,2f, 5,3,4, Mag,000000000000000
Antares-class,         nil, 2,  4.,0,  0a,8d,  5h,3f, 6,4,4, SE, 000000000000000
Daedalus-class,        Mag, 2,  3.,0,  8d,8d,  3h,2f, 5,1,2, Ato,000000000000000
Constitution-class,    NF,  2,  4.,0, 12a,12d, 4h,2f, 7,1,2, Csc,000000000000000
Miranda-class,         Rfg, 2,  5.,0, 12a,12d, 4h,2f, 8,1,2, E1, 000000000000000
Excelsior-class,       Rfg, 2,  4.,0, 14a,14d, 5h,3f,11,2,2, E1, 000000000000000
Constellation-class,   Nav, 2,  5.,0, 14a,14d, 4h,2f,10,1,2, Chi,000000000000000
Ambassador-class,      Nav, 2,  4.,0, 16a,16d, 5h,3f,13,2,2, Chi,000000000000001
Galor-class,           nil, 2,  4.,0, 18a,18d, 6h,3f,14,3,2, Sth,000000000000001
Nebula-class,	       AFl, 2,  6.,0, 16a,16d, 5h,3f,14,2,2, Cmp,000000000000001
Marauder,              nil, 2,  5.,0, 14a,14d, 5h,3f,11,2,2, Ref,000000000000001
Bird-of-Prey,	       ToG, 2,  3.,0, 12a,18d, 4h,2f, 6,1,2, Pot,000000000001000
K't'inga-class,        ToG, 2,  3.,0, 14a,14d, 4h,2f, 7,1,2, Too,000000000000000
B'rel-class,           nil, 2,  5.,0, 12a,18d, 4h,2f, 8,1,2, Map,000000000001000
Dominion Warship,      nil, 2,  6.,0, 16a,32d, 5h,3f,14,2,2, U3, 000000000001001
USS Defiant,           nil, 2,  5.,0, 20a,40d, 5h,3f,14,1,2, no, 000000000001001
Galaxy-class,          AFl, 2,  5.,0, 18a,18d, 6h,3f,15,3,2, Cmp,000000000000001
Intrepid-class,        nil, 2,  7.,0, 16a,16d, 5h,3f,14,2,2, Esp,000000000000001
Antimatter Msl.,       nil, 1,  8.,1, 99a,0d,  1h,8f,16,0,0, Che,001000000000000
Emissary,              Uni, 0,  2.,0,  0a,0d,  4h,2f, 4,0,6, Eco,000000000000010
Agent,                 nil, 0,  3.,0,  0a,0d,  4h,2f, 4,0,6, Uni,000000000000010
DS9 Crew,              nil, 0,  2.,0, 13a,13d, 5h,3f, 5,0,1,  no,000000000000000
Cargo Container,       nil, 0,  1.,0,  0a,1d,  4h,2f, 5,0,7, Tra,000000000000010
Defiant-class,         nil, 2,  5.,0, 18a,36d, 5h,3f,14,1,2, Esp,000000000001001
Negh'Var-class,        nil, 2,  4.,0, 20a,40d, 7h,3f,16,3,2, Met,000000000001001
D'deridex-class,       nil, 2,  4.,0, 20a,40d, 7h,3f,16,3,2, Rad,000000000001001
Vor'cha-class,         nil, 2,  4.,0, 18a,36d, 6h,3f,14,3,2, MP, 000000000001001
;
; Note: the above 3 unit types (extra land, space, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Agriculture, bonus, #turns, ai-agriculture,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Terraform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Agriculture/Mine = yes, no, or type of terrain changed to
;  Terraform     = Terrain type terraformers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for astronaut to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 National
;        2 Star Empire
;        3 Adv. Star Empire 
;        4 Collective
;        5 United Planets
;        6 Adv. United Planets
;
@TERRAIN
Red Giant Star,    1,2,  0,3,0,   no,  1, 5, 0,   yes, 1, 5,  2,  Jun,   ; Drt
Type K Orange Star,1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  Grs,   ; Pln
Type G Yellow Star,1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  For,   ; Grs
Type A White Star, 1,2,  0,1,1,   yes, 1, 5, 0,   yes, 1, 5,  1,  Mou,   ; For
Type M Red Star,   1,2,  0,2,0,   no,  0,10, 0,   yes, 1, 5,  2,  Drt,   ; Hil
White Dwarf Star  ,1,2,  0,2,1,   yes, 1, 5, 0,   yes, 1, 5,  1,  Hil,   ; Mou
Worm Hole,         0,2,  0,0,4,   no,  0,10, 0,   yes, 1,10,  1,  no,    ; Tun
Black Hole,        3,2,  0,4,0,   no,  0, 0, 0,   yes, 1,10,  2,  no,    ; Gla
Type B Blue Star,  1,2,  1,0,1,   yes, 1, 5, 1,   no,  0,10,  0,  Pln,   ; Swa
Blue Giant Star,   1,2,  1,0,2,   yes, 1, 5, 1,   no,  0,10,  0,  Swa,   ; Jun
Deep Space,        1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Carbon,            1,2,  0,5,0,
Indigenous Life,   1,2,  2,2,0,
Type G Yellow Star,1,2,  2,1,0,
Tritanium,         1,2,  0,2,2,
Hytritium,         1,2,  0,4,0,
Plasma,            1,2,  0,3,2,
Antimatter,        0,2,  0,0,6,
Dark Matter,       3,2,  0,6,0,
Indigenous Life,   1,2,  2,0,3,
Dilithium Crystals,1,2,  0,0,5,
Nebula,            1,2,  0,0,3,
Carbon,            1,2,  0,5,0,
Indigenous Life,   1,2,  2,2,0,
Type G Yellow Star,1,2,  2,1,0,
Tritanium,         1,2,  0,2,2,
Hytritium,         1,2,  0,4,0,
Plasma,            1,2,  0,3,2,
Antimatter,        0,2,  0,0,6,
Dark Matter,       3,2,  0,6,0,
Indigenous Life,   1,2,  3,0,2,
Dilithium Crystals,1,2,  1,0,4,
Nebula,            1,2,  0,0,3,



@GOVERNMENTS
Anarchy,        Mr.,         Ms.,
National,       Leader,      Leader,
Star Empire,    Emperor,     Empress,
Adv. Star Empire,Grand Emperor,Grand Empress,
Collective,     King,        Queen,
United Planets, President,   President,
Adv. United Planets,President,President,


;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  Colony style (0 - 3)
;           0 = Star Trek
;           1 = Star Trek
;           2 = Star Trek
;           3 = Extra
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Borg,         Borg,                0, 1, 2, Borg,       Borg,         1,  1,  0,  
Tomalak,      Sela,                1, 2, 2, Romulans,   Romulan,      0,  1,  0,  3,Praetor,Praetor,
Quark,        Ishka,               0, 3, 2, Ferengi,    Ferengi,      0,  0,  1,  5,Nagus,Nagus, 6,Grand Nagus,Grand Nagus,    
Dukat,        Seska,               0, 4, 2, Cardassians,Cardassian,   1,  1, -1,    
Picard,       Janeway,             0, 5, 2, Humans,     Human,       -1,  1,  1,    
Gowron,       K'Ehleyr,            0, 6, 2, Klingons,   Klingon,      1,  1, -1,  3,Chancellor,Chancellor, 
Bareil,       Kira,                1, 7, 2, Bajorans,   Bajoran,     -1, -1,  1,  5,Kai,Kai, 6,Great Kai,Great Kai,	     
Spock,        Saavik,              0, 1, 2, Vulcans,    Vulcan,      -1, -1,  1,  5,Kai,Kai, 6,Great Kai,Great Kai,
Gromos,       Gammel,              0, 2, 2, Gorn,       Gorn,         1,  0, -1,  
Chakotay,     Torres,              0, 3, 2, Maquis,     Maquis,       0,  0,  1,  5,Colonel,Colonel, 6,General,General, 
Thorlax,      Tholis,              1, 4, 2, Tholians,   Tholian,      0,  0,  0,  2,Master,Mistress, 3,Grand Master,Grand Mistress,  
Rixx,         Vadosia,             0, 5, 2, Bolians,    Bolian,      -1,  0,  1,                                    
Culluh,       Kemlar,              0, 6, 2, Kazon,      Kazon,        1,  0, -1,  2,Maje,Maje, 3,Grand Maje,Grand Maje, 
J'Kaal,       Lesjii,              0, 7, 2, Jem'Hadar,  Jem'Hadar,    0,  1, -1,  2,Founder,Founder, 3,Grand Founder,Grand Founder,       
Odan,         Dax,                 1, 1, 2, Trills,     Trill,        0, -1,  1,  
Virak'Kara,   Eris,                1, 2, 2, Vorta,      Vorta,        0,  0,  0,  2,Founder,Founder, 3,Grand Founder,Grand Founder,
Thelev,       Shras,               1, 3, 2, Andorians,  Andorian,     0,  0,  1,    
Miller,       Troi,                1, 4, 2, Betazoids,  Betazoid,    -1, -1,  1,  6,Ambassador,Ambassador,    
Termin,       Guinan,              1, 5, 2, El-Aurians, El-Aurian,   -1, -1,  1,  
Odo,          Zamaal,              0, 6, 2, Changelings,Changeling,   1,  0,  0,  5,Colonel,Colonel, 6,General,General, 
Neelix,       Matach,              0, 7, 2, Talaxians,  Talaxian,    -1,  0,  0, 


;
;   Trading Commodities
;
@CARAVAN
Alien Goods,
Fibres,
Computers,
Clothing,
Tools,
Dilithium,
Carbon,
Steel,
Stimulants,
Weapons,
Tritanium,
Medicines,
Antimatter,
Dark Matter,
Hytritium,
Plasma,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Shtl. Route,  R
Build Agriculture,  I
Build Mine,         m
Terraform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Ensign
Lieutenant
Lieutenant Commander
Commander
Captain
Admiral

@ATTITUDES
Harmonious
Friendly
Welcoming
Respectful
Neutral
Unwelcoming
Unfriendly
Hateful
Genocidal













